Ilarris Zeleshi

Miralissa's page

129 posts. Organized Play character for Kirill.Storm.

Full Name



Half-Elf Spellslinger 1 / Cleric 2


[Perception +5, low-light] | Init +4 | AC=14, HP=19/19, CMD=14



Strength 8
Dexterity 15
Constitution 13
Intelligence 14
Wisdom 16
Charisma 12

About Miralissa

There is new small cult of technology and inovation godess Cassandalee, who used to be usual person for some time. Now her followers trying to underastand better ways of self-determination and technological issues in organic, traditional live. All of them observes Numeria as centers of their faith, and observes pilligrimage as a way to analys this world.

Miralissa - one of the first, but after her scouting may come another cult wanderer. She is half-varisian.
Mira's eyes are dark and her stare bites, but lips are smiling. She is really short even for half-elf, less than 5 feet tall. She wears brown-green practical outfit, and backpack under camouflage net.
Her hair now becomes longer with dark-brown colour covered with straw hat to avoid rains. Mira's skin somehow tanned to bronze, she covers neck with scarf. You can see battered longsword and strange long weapon at the back, someone could recognize it as a musket.

Female Half-elf 3
N Medium humanoid (elf/human)
Init +4; Senses low-light vision; Perception +5
14, touch 12, flat-footed 12 (+2 Dex, +2 Neraplast Armor)
HP= 19
Fort +4, Ref +2, Will +8
; +2 vs. enchantments, +2 vs mind-effects
Immune Sleep
30 ft.
Melee: Longsword +1 (1d8 /19-20)
Ranged Musket +3 (1d12 /x4)
Alt Range Timeworn Stun Gun (5 Charges) +3 (1d8 Non-lethal /x2)

Wizard Spells Known (CL 2th; concentration +4)
__ 1 lvl: Color Spray; Magic weapon; Shocking Grasp; Floating Disk; Grease; Burning Hands; Read magic, Detect Magic
0 lvl (at will): NO Cantrips!
Opposite schools: Necromancy, Divination, Enchantment, Abjuration

Cleric Spells Prepared (CL 1th; concentration +4)
__ 1 lvl: Bless, Command, Inflict Light Wounds, Feather Fall (Domain)
0 lvl (at will): Read Magic, Detect magic, Mending (Domain), Light, Create Water
Domains: Artifice, Void (Chronicle non-core)

Domain powers

Guarded Mind (Ex):
You gain a +2 insight bonus on saving throws against all mind-affecting effects.

Artificer's Touch (Sp):
You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.


Str 8, Dex 15, Con 13, Int 14, Wis 16, Cha 12
Base Atack +1; CMB +0; CMD +14

Feats Gunsmithing, Point-Blank shot, Skill Focus (Craft), Precise Shot

Traits Reactionary, Magical Knack (Wizard)

Skills Craft (Firearms) +10, Diplomacy +5, Heal +7, Knowledge (arcana, Dungeoneering, Engeneering, Geograpthy, Local, Planes, Religion, Nature) +6, Perception +5, Spellcraft +6, Sense Motive +7 Linguistics +6

Languages Celestial, Common, Elven, Draconic, Sylvan, Androffan

SQ Elven magic, Arcane Gun (Su), Mage Bullets (Su), Channel Positive Energy (4/Day),

Racial abilities Weapon Familiarity, Elven Immunities, Keen Senses (+2 Perception), Low-Light Vision, Multitalanted

Adventurers outfit
Wizards kit with rope, rations, bed...
Some tools and instuments
Spellbook with additional copy compomemts
Holy Symbol
Bullets and black powder
Alchemical Cartridges (3 types - Dragons, Flare, Paper)
Wand of CLW (-2 PP)
Bang Grenade
Timeworn Stun Gun
Neraplast Armor